Dennis, It would probably be best to do things "properly" and talk to each of the developers (from each of the respective project areas) and discuss ways to make this all work "properly". So all the developers are working together and not stepping on each other's toes. Adam is pretty good at throwing out ideas, and at least giving you a general idea of how to do something, and where to get started (and how to get it all working properly so there is interoperability between OpenSim + ModRex + Taiga).
*>> The main problem with this currently is that the User server in grid mode >> does not support rex login. This could be hacked in, but we'd rather do it >> properly. The proper way to implement this is as a dynamic module for user >> server, but unfortunately user server doesn't yet support dynamic modules. * * * *> We will be glad if you could explain us how to implement even > "improper" solution, as we have to be sure that this problem would not > stop our project.* It really would be best to start by doing it "properly" and developing support for dynamic modules for the user server first. Then work on creating a dynamic module for the user server. You may want to talk to Adam Frisby, Teravus, Antti, and Toni (among others) just to get an idea of where to start and how to get everything working properly. Adam might be able to help you with some hooks (in OpenSim core), and Teravus could probably give you some guidance on improving the MegaRegion functionality, while Antti, Toni and Mikko could help give you some guidance as to where/how/what needs to be modified in Taiga (on the server side) so that hooks are added within Taiga (and in the User Server) for dynamic module functionality. This way you & your developers could help by adding support for dynamic modules to the RealXtend User Server (maybe Mikko and Adam Frisby can possibly help you with some ideas on how to best implement this?) and then once all the hooks that you need are added to the server core (OpenSim core, and Taiga User Server core), then you can begin to work on a dynamic module for the Taiga User Server (or begin to work on a User Server module and then just ask the other developers to add the hooks that you need added to the User Server code), and this way by working together everything would work seamlessly with Taiga, OpenSim, ModRex, and it would make it extremely easy for users (and developers) to perform standalone server upgrades. Hacks are a very bad thing (we've all learned this the hard way). Adam can probably give you some ideas as to how to do this in a dynamic modular approach. This way if a user performs a server upgrade, or uses the latest OpenSim code, it won't blow away/destroy all of your "hacks" and at least it won't create another fork in the project, and more wasted time/effort. The dynamic modular approach is what works best. This way you can always be running the latest versions of OpenSim, and latest versions/builds of Taiga & ModRex, without fear of "breaking hacks" or re-implementing hacks anytime you want to use a current or updated build of OpenSim, ModRex, or Taiga. MegaRegions needs some work and is something you can talk to Teravus and Adam Frisby about. That work can be added directly to OpenSim core (AFAIK). As far as Grid Server in RealXtend and multi-region support in RealXtend, you can talk to Adam Frisby about it (and the best way to implement this stuff so there is interoperability between OpenSim, OpenSim ModRex, and OpenSim Modrex + Taiga). Then work with Antti, Toni, and Mikko (on core RealXtend team) to see how/where/what needs work on the Taiga server side of things. I'm sure they could add the proper hooks that you may need, or at least give you some help or guidance as to where/what needs to be done, and how to do it properly so that it's done in a dynamic modular approach. Crossing between different megaregions, or inter-server is still a problem that is currently being thought about. Adam Frisby and Teravus are probably the best individuals to talk to about this issue. It's certainly another area that needs help, and work. http://www.adamfrisby.com/blog/2009/09/opensim-megaregions/ Welcome to the team, and having 3 additional developers to help with Grid, MegaRegion and inter-region handoffs would certainly be a huge asset to the development of OpenSim and RealXtend. It's something that really needs some work, but all the developers are spread pretty thin right now, and having 3 extra developers certainly would help move the whole project(s) forward. *> We have two C# developers (well, three including me), so we can try to > implement missing functionality, but we need to know what to do and > where.* You may want to join the OpenSim dev list as well. The functionality that you need added is more than likely with the Taiga User Server, but I'm just not sure what else would need to be modified (in OpenSim core, if anything) so join the OpenSim Dev Core list, and Adam Frisby is usually there, and you can ask him questions about how/what would be the best way to improve Grid support in RealXtend, and improve MegaRegion support in BOTH OpenSim core and RealXtend (OpenSim + ModRex + Taiga). As far as I know, these are the KEY areas that really do need additional work for RealXtend Grid/Multi-regions are: 1) Add Dynamic Module Support to Taiga User Server (OpenSim + ModRex + Taiga) 2) Create a new dynamic Module for Taiga User Server that will add Rex login support in Grid mode (so Grid functionality works) 4) Fix/improve Grid Mode in RealXtend (OpenSim + ModRex + Taiga) 5) Improve/fix HyperGrid mode in RealXtend (OpenSim + ModRex + Taiga). 6) Get HyperGrid mode working in RealXtend, and also try to have HyperGrid interoperability between OpenSim Grid Servers, OpenSim + ModRex Grid servers and RealXtend Grid servers (OpenSim + ModRex + Taiga) 7) Improve the ability & functionality to modify avatar appearance (identical to RealXtend 0.5) in Grid/Hypergrid mode in BOTH OpenSim + ModRex and OpenSim + ModRex + Taiga. 8) Improve Multi-region and MegaRegion support in both OpenSim core and RealXtend (improve the handoffs between regions) 9) Improve LSL & OSSL functions, so all basic and advanced LSL scripts (and vehicle scripts) fully work in OpenSim and RealXtend (OpenSim + ModRex + Taiga) natively. 10) Add PAL support (multi-physics engine support) to OpenSim, which allows support for a large number of physics engines including Newton, Bullet, Havok, PhysX, ODE, etc. Adding PAL support really does add a number of benefits to game and simulation developers since it would not restrict you to just one particular physics engine and gives you more flexibility allowing you to use a wide variety of physics engines (natively) from within OpenSim. It would add support for particle fluids, Grid-based fluids (Dampened Shallow Wave), Buoyancy Force, PSD/Sonar, as well as Hydrofoil/propeller/spring (actuators). It would allow developers to use Physics scripts that are readily available for Newton and other Physics engines from within OpenSim. You may want to talk to Adrian Boeing about PAL integration with OpenSim, and possibly how to improve physics engine support in PAL and possibly even work on creating a PAL module for OpenSim or adding native PAL integration with OpenSim. Mark > > On Tue, Feb 2, 2010 at 1:37 PM, Denis Tarasov <[email protected]> wrote: > >> Many thanks for your replies. >> >> Antti Ilomäki: >> >> > Grid mode seems to be important to many, unfortunately our resources >> have >> > been tied up elsewhere. If you have or know programmers who could work >> on >> > the multiregion support (or any other feature you'd like to see), their >> help >> > would be highly appreciated... >> >> We have two C# developers (well, three including me), so we can try to >> implement missing functionality, but we need to know what to do and >> where. >> >> >> Toni Alatalo: >> >The post there was about client side work for the new >> >viewer, Naali - whereas here I understood the question was more about >> >server side. >> >> We are now more concerned with server side, since upgrading server/ >> migrating data is more difficult that replacing the viewer in use. >> That said, we are interested in extending new viewer functionality >> too. >> >> >teleporting from a server to >> >another doesn't seem that bad often >> >> We have several ideas for our project that will require having large >> contigous spaces. Besides, we were not able to setup Hypergrid mode >> with 0.5 server also. >> >> Mikko Pallari: >> >> > You can already setup grid where every region has "ModularRex.dll" as >> their >> > client stack, then users can use some of the realXtend features, but >> they >> > need to press Shift+R (in 0.4x viewer) to view the scene with OGRE >> > rendering. >> >> Yes, we have already tried such thing. However, in this mode there is >> no way to modify avatar appearance, and this feature is essential for >> our project. Other things appear to work fine with 0.42 viewer (but >> User Server crashes after Naali login) >> >> > The main problem with this currently is that the User server in grid >> mode >> > does not support rex login. This could be hacked in, but we'd rather do >> it >> > properly. The proper way to implement this is as a dynamic module for >> user >> > server, but unfortunately user server doesn't yet support dynamic >> modules. >> >> We will be glad if you could explain us how to implement even >> "improper" solution, as we have to be sure that this problem would not >> stop our project. >> >> Best regards, >> Denis >> >> -- http://groups.google.com/group/realxtend http://www.realxtend.org
